Sentences with phrase «enemies on screen felt»

Instant feedback while attacking and reacting to enemies on screen felt very good.

Not exact matches

The HUD is also done well; despite the amount of information on screen (such as enemy markings, objectives, and environmental cues), the HUD never felt cluttered or overwhelming.
Sure, it can be hard to not feel like that linear games are a byproduct of an age where the technology only really allowed for corridors, especially if you wanted to even consider the concept of throwing in something more complex than having a few enemies on - screen at a time.
The whole game feels more responsive, and barring a few drops here and there, when more enemies are on the screen, there's no reason to go into the options menu and turn on the 30 fps lock.
The use of an open - world, the (admitedly) impressive number of enemies on screen, and running at a smooth 60 FPS could justify some of those aspects, but sadly the game is locked at 30 FPS, making the experience feel barely more gratifying than playing a good remaster of a game from the previous generation.
It's just that looking at GOW, HZD, UC4, etc, I feel that with great jump in power, devs might just add a bit more textures, improved AI, enemies on screen, destructive environments, etc that will take a good hit in the power.
If you die three times throughout the level, then it's game over — which is fine, I understand Super Comboman is presented as a nostalgic take on that genre — but when you have scraped through a level for 15 to 20 minutes only to encounter a new enemy at the climax, and the game over splash screen appears, it leaves you feeling deflated, knowing you have to start all over again.
I actually almost felt like I was playing with a Max Payne style slo - mo when lots of enemies were on screen.
It's a novel control scheme and interesting to add a bit of interaction with the game more so then ever before, but it feels a little erratic in control at times, especially when dealing with fast moving enemies or an abundance on screen.
There's simply not enough precision granted with the PlayStation 3's gamepad; the guns feel light and are more than happy to wildly lead across the screen as you struggle to keep iron sights on enemies in the midst of explosions.
Something that made sense on the PSP's tiny screen was an aggressive lock - on that would snap your camera to an enemy without any sort of delay when you hit the button to activate lock - on — but on a bigger screen, it feels jarring.
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